I'm having some trouble putting together a method that will constantly move a "bullet" in the same direction accurately. Here is what I have so far
public Vector3f moveFromPosition(Vector3f location, ...

I am working on a game on a spherical surface which first of all is a big challenge in itself.
I want to create a path on an arc which connects two points ( seen in the image ) and show an arc path ...

I was trying to make a game with a bow and arrow using lwjgl but I couldent get the arch right. I have a function called projectile that is updated once a frame for each arrow. my frame cap is at 60 ...

I'm developing a simple ball game in Sprite Kit. I need to predict the ball's trajectory, so I went back to my physics book for the equations for acceleration, time, speed and space.
The problem is ...

I'm just starting with physics, so I'm not always sure about what I'm doing. It's a 2D project but I'm using 3D physical objects like SphereCollider etc..
What I have:
Objects floating in space and ...

I'm attempting to develop a Mortar that needs to lead it's shot to the target enemy. The shot will have a pre-determined constant flight time of (2.5 seconds) and it will have where the enemy should ...

I'm trying to rotate my Turret.png (small Gunhead with a laser in front) towards the mouses location on the screen. I tried just using my method for rotating projectiles towards the next step on their ...

I have a turn-based car simulation. My vehicles have a maximum speed they can travel in a round, as well as a maximum amount they can change their heading over the course of a round. Say, 20 meters ...

In my game when I click with the mouse on the terrain somewhere, I'd like the player to fire an arrow to that position in a parabolic fashion.
The arrow has a position, acceleration and velocity all ...

I'm looking for a bullet that can collide with other bodies of the world but doesn't change direction according to collisions. I want the bullet to perform the collisions but without changing its own ...

I'm working on a Sega Genesis homebrew game (it has a 7mhz 68000 CPU). I'm looking for a way to find the intersection between a particle sprite and a background tile. Particles are represented as a ...

I'm currently working on my first space shooter, and I'm in the process of making my ship shoot some bullets/lasers. Unfortunately, I'm having a hard time getting the bullets to fly vertically. I'm a ...

I'm building a game with Unity3D. It's a Gravity Wars clone. Both player and AI turrets shoot missiles at each other (giving an Angle and a Power variables), trying not to crash missiles on planets.
...

In Unity3d, i can get the normal of the surface with which the collider collides using hit.normal, but is there a way to find which side has been hit what is provided bu Unity3d?
One solution is to ...

In a 3D environment I have an object with a displacement x that I know I need to traverse in a given time interval. I have the object's heading and elevation and I want to figure out the distance the ...

I'm trying to create projectiles which bounce/ricochet off one another when they collide in mid-air.
All projectiles are spherical and have identical size, mass, and speed. Each has two vectors: one ...

What are the formulas which represent the horizontal and vertical displacement of an arrow in flight (as well as it angle)? I would like to make sure that I take into consideration the arrow's fluid ...